re-un-re-refactor?
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parent
d37a26eb70
commit
83c3182be1
19 changed files with 80 additions and 56 deletions
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@ -52,7 +52,7 @@ func (b *Billboard) Prepare(g *Game) error {
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}
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// Scan returns a slice containing Src.
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func (b *Billboard) Scan() Components { return Components{&b.Src} }
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func (b *Billboard) Scan() []interface{} { return []interface{}{&b.Src} }
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func (b *Billboard) String() string {
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return fmt.Sprintf("Billboard@%v", b.Pos)
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@ -86,7 +86,7 @@ func (c *Camera) Prepare(game *Game) error {
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}
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// Scan returns s.Child.
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func (c *Camera) Scan() Components { return Components{c.Child} }
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func (c *Camera) Scan() []interface{} { return []interface{}{c.Child} }
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// Transform returns the camera transform.
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func (c *Camera) Transform() (opts ebiten.DrawImageOptions) {
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45
engine/container.go
Normal file
45
engine/container.go
Normal file
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@ -0,0 +1,45 @@
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package engine
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// Container contains many components.
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type Container []interface{}
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// Scan returns c.
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func (c Container) Scan() []interface{} { return c }
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// Register records component in the slice, if parent is the container.
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func (c *Container) Register(component, parent interface{}) error {
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if parent == c {
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*c = append(*c, component)
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}
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return nil
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}
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// Unregister searches the slice for the component, and removes it by setting
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// to nil. If the number of nil items is greater than half the slice, the slice
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// is compacted.
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func (c *Container) Unregister(component interface{}) {
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free := 0
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for i, x := range *c {
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switch x {
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case component:
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(*c)[i] = nil
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free++
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case nil:
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free++
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}
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}
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if free > len(*c)/2 {
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c.compact()
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}
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}
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func (c *Container) compact() {
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i := 0
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for _, x := range *c {
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if x != nil {
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(*c)[i] = x
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i++
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}
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}
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*c = (*c)[:i]
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}
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@ -25,7 +25,7 @@ var _ interface {
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// the number of tests between components.
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type DrawDAG struct {
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ChunkSize int
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Components
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Child interface{}
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Hides
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*dag
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@ -114,6 +114,8 @@ func (d *DrawDAG) Prepare(game *Game) error {
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return d.Register(d, nil)
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}
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func (d *DrawDAG) Scan() []interface{} { return []interface{}{d.Child} }
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// Update checks for any changes to descendants, and updates its internal
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// data structures accordingly.
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func (d *DrawDAG) Update() error {
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@ -13,7 +13,7 @@ var _ interface {
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// through the game tree, without any extra sorting based on Z values or
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// consideration for DrawOrderer).
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type DrawDFS struct {
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Components
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Child interface{}
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Hides
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}
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@ -21,9 +21,7 @@ func (d *DrawDFS) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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if d.Hidden() {
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return
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}
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for _, component := range d.Components {
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d.draw(component, screen, *opts)
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}
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d.draw(d.Child, screen, *opts)
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}
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// exists to satisfy interface
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@ -53,3 +51,5 @@ func (d *DrawDFS) draw(component interface{}, screen *ebiten.Image, opts ebiten.
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}
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}
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}
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func (d *DrawDFS) Scan() []interface{} { return []interface{}{d.Child} }
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@ -167,7 +167,7 @@ func (g *Game) Query(ancestor interface{}, behaviour reflect.Type) map[interface
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}
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// Scan returns g.Root.
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func (g *Game) Scan() Components { return Components{g.Root} }
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func (g *Game) Scan() []interface{} { return []interface{}{g.Root} }
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// PreorderWalk calls visit with every component and its parent, reachable from
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// the given component via Scan, for as long as visit returns nil. The parent
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@ -147,7 +147,7 @@ type Saver interface {
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// (such as when the game component database is constructed).
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// Scan should return a slice containing all immediate subcomponents.
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type Scanner interface {
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Scan() Components
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Scan() []interface{}
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}
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// Transformer components can provide draw options to apply to themselves and
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@ -39,9 +39,3 @@ func (h *Hides) Hide() { *h = true }
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// Show sets h to false.
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func (h *Hides) Show() { *h = false }
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// Components implements Scan directly (as itself!)
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type Components []interface{}
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// Scan returns c.
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func (c Components) Scan() Components { return c }
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@ -39,7 +39,7 @@ func (p *Parallax) Prepare(game *Game) error {
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}
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// Scan returns the child component.
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func (p *Parallax) Scan() Components { return Components{p.Child} }
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func (p *Parallax) Scan() []interface{} { return []interface{}{p.Child} }
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// Transform returns a GeoM translation of Factor * camera.Centre.
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func (p *Parallax) Transform() (opts ebiten.DrawImageOptions) {
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@ -113,8 +113,8 @@ func (m *PrismMap) Prepare(g *Game) error {
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}
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// Scan returns the Sheet and all the Prisms.
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func (m *PrismMap) Scan() Components {
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c := make(Components, 1, len(m.Map)+1)
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func (m *PrismMap) Scan() []interface{} {
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c := make([]interface{}, 1, len(m.Map)+1)
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c[0] = &m.Sheet
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for _, prism := range m.Map {
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c = append(c, prism)
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@ -21,7 +21,6 @@ type scener interface {
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Disabler
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Hider
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Identifier
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Registrar
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Scanner
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}
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@ -30,30 +29,16 @@ func init() {
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gob.Register(&SceneRef{})
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}
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// Scene gives an identity, bounds, and other properties to a collection of
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// components.
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// Scene is a component for adding an identity, bounds, and other properties.
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type Scene struct {
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ID
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Bounds // world coordinates
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Components
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Child interface{}
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Disables
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Hides
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}
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func (s *Scene) Register(component, parent interface{}) error {
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if parent == s {
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s.Components = append(s.Components, component)
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}
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return nil
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}
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func (s *Scene) Unregister(component interface{}) {
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for i, c := range s.Components {
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if c == component {
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s.Components[i] = nil
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}
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}
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}
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func (s *Scene) Scan() []interface{} { return []interface{}{s.Child} }
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// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
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// After Load, Scene is usable.
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@ -47,7 +47,7 @@ func (s *Sheet) Prepare(*Game) error {
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}
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// Scan returns the Src.
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func (s *Sheet) Scan() Components { return Components{&s.Src} }
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func (s *Sheet) Scan() []interface{} { return []interface{}{&s.Src} }
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// SubImage returns an *ebiten.Image corresponding to the given cell index.
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func (s *Sheet) SubImage(i int) *ebiten.Image {
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@ -41,8 +41,8 @@ func (s *Sprite) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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}
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// Scan returns the Actor and the Sheet.
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func (s *Sprite) Scan() Components {
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return Components{
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func (s *Sprite) Scan() []interface{} {
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return []interface{}{
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&s.Actor,
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&s.Sheet,
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}
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@ -100,8 +100,8 @@ func (t *Tilemap) Load(fs.FS) error {
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}
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// Scan returns a slice containing Src and all non-nil tiles.
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func (t *Tilemap) Scan() Components {
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c := make(Components, 1, len(t.Map)+1)
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func (t *Tilemap) Scan() []interface{} {
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c := make([]interface{}, 1, len(t.Map)+1)
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c[0] = &t.Sheet
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for _, tile := range t.Map {
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c = append(c, tile)
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@ -152,4 +152,4 @@ type AnimatedTile struct {
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func (a *AnimatedTile) Cell() int { return a.anim.Cell() }
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// Scan returns a.anim.
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func (a *AnimatedTile) Scan() Components { return Components{a.anim} }
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func (a *AnimatedTile) Scan() []interface{} { return []interface{}{a.anim} }
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@ -61,8 +61,8 @@ func (w *Wall) CollidesWith(b geom.Box) bool {
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}
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// Scan returns the Sheet and all WallUnits.
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func (w *Wall) Scan() Components {
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c := make(Components, 1, len(w.Units)+1)
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func (w *Wall) Scan() []interface{} {
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c := make([]interface{}, 1, len(w.Units)+1)
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c[0] = &w.Sheet
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for _, unit := range w.Units {
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c = append(c, unit)
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@ -103,7 +103,7 @@ func (u *WallUnit) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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}
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// Scan returns the Tile.
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func (u *WallUnit) Scan() Components { return Components{u.Tile} }
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func (u *WallUnit) Scan() []interface{} { return []interface{}{u.Tile} }
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func (u *WallUnit) Transform() (opts ebiten.DrawImageOptions) {
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opts.GeoM.Translate(geom.CFloat(
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@ -270,8 +270,8 @@ func (aw *Awakeman) Prepare(game *engine.Game) error {
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return nil
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}
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func (aw *Awakeman) Scan() engine.Components {
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return engine.Components{&aw.Sprite}
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func (aw *Awakeman) Scan() []interface{} {
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return []interface{}{&aw.Sprite}
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}
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func (aw *Awakeman) String() string {
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@ -55,8 +55,8 @@ func NewBubble(pos geom.Int3) *Bubble {
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}
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}
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func (b *Bubble) Scan() engine.Components {
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return engine.Components{&b.Sprite}
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func (b *Bubble) Scan() []interface{} {
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return []interface{}{&b.Sprite}
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}
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func (b *Bubble) String() string {
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@ -12,7 +12,7 @@ func Level1() *engine.Scene {
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return &engine.Scene{
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ID: "level_1",
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Bounds: engine.Bounds(image.Rect(-32, -32, 320+32, 240+32)),
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Components: engine.Components{
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Child: &engine.Container{
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&engine.Parallax{
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CameraID: "game_camera",
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Child: &engine.Billboard{
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10
main.go
10
main.go
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Z: math.Sqrt(3),
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},
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Root: &engine.DrawDFS{
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Components: engine.Components{
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Child: &engine.Container{
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&engine.Fill{
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ID: "bg_fill",
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Color: color.Gray{100},
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},
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&engine.DrawDAG{
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ChunkSize: 16,
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Components: engine.Components{
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&engine.Camera{
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ID: "game_camera",
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Child: lev1,
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},
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Child: &engine.Camera{
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ID: "game_camera",
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Child: lev1,
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},
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},
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&engine.DebugToast{ID: "toast", Pos: image.Pt(0, 15)},
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